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The Imperium of Man

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1The Imperium of Man Empty The Imperium of Man Fri Jan 08, 2016 3:40 pm

Pyrrhus

Pyrrhus
Moderator

Abilities for the Imperium of Man.

Abilities are purchased only by the Imperial Guard faction, as the Space Marines have no special abilities associated with them.

Abilities cannot stack, that meaning, no more than one of each can be deployed in a single campaign.


Space Marine Company
One-time use
Cost:
Effect:
- 7 Space Marine Squads
- 2 Assault Space Marine Squads
- 1 Terminator Squad
- 2 Predator Tanks
- 3 Dreadnoughts
- 2 Whirlwinds


Prepared Offensive
One-time use
Cost:
Effect:

- At the start of the campaign you will gain:
- 80 Guardsmen(with 4 Commissars)
- 20 Veteran Guardsmen
- 15 Basilisk Artillery
- 8 Leman Russ Tanks
- 5000 additional start money



Imperial Reinforcements
One-time use
Cost:
Effect:

- Every 5 turns during the campaign you will gain
- 40 Guardsmen(and 2 Commisars)
- 10 Veteran Guardsmen
- 10 Basilisk Artillery
- 4 Leman Russ Tanks


Emperor Class Titan Deployment
Cost:
Effect:

- At the start of the campaign you will gain an Emperor Class Titan
- Can only be deployed on a single planet over the duration of a campaign
- Can be used in another campaign if not destroyed


Emperor Class Battleship Deployment
Limit: 1
Cost:
Effect:

- Summon the Belial, a mighty Emperor Class Battleship
- Will make the Battleship usable in the campaign it is deployed in
- Can be used in other campaigns if not destroyed
- If destroyed, this ability cannot ever be bought again


Deployable factions:
Deploy a playable faction for another player to control during a campaign

Cadian Shock Troopers
Cost:
Effect:
- Attach a Cadian Shock Trooper Regiment to one of your armies
- This faction becomes playable for a secondary player
- This faction can be used during other campaigns unless destroyed
- Can be purchased again if destroyed
- The Cadian Shock Troopers have their own much improved roster of normal Imperial Guard units, making them much more resilient at both defence and attack


Sisters of Battle
Cost:
Effect:
- Attach Sisters of Battle to one of your armies
- This faction becomes playable for a secondary player
- This faction can be used during other campaigns unless destroyed
- Can be purchased again if destroyed
- The Sisters of Battle have their own roster, having faith in the power of the Emperor to grant them victory in battle, they stronger than Imperial Guard and make use of strong Heavy Infantry and crit


Adeptus Mechanicus
Cost:
Effect:
- Attach Adeptus Mechanicus forces to one of your armies
- This faction becomes playable for a secondary player
- This faction can be used during other campaigns unless destroyed
- Can be purchased again if destroyed
- The Adeptus Mechanicus make use of strong Elite Infantry but their main focus is on vehicles and armoured support and spearheading, as well as shocking assaults with several Titan classes


Ordo Malleus
Cost:
Effect:
- Attach the Ordo Malleus to one of your armies
- This faction becomes playable for a secondary player
- This faction can be used during other campaigns unless destroyed
- The Ordo Malleus will get their own roster, having access to Elite versions of Imperial Guard Infantry, powerful Psykers and Grey Knight Chapter units
- Best counter to Chaos


Ordo Xenos
Cost:
Effect:
- Attach the Ordo Xenos to one of your armies
- This faction becomes playable for a secondary player
- This faction can be used during other campaigns unless destroyed
- Can be purchased again if destroyed
- The Ordo Xenos will get their own roster, with Elite versions of Imperial Guard Infantry, experimental xeno weaponry and access to Deathwatch Chapter units
- Best counter to xenos

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